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Malware Analytics for Social Networking

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Trends and Applications of Serious Gaming and Social Media

Part of the book series: Gaming Media and Social Effects ((GMSE))

Abstract

In this chapter, Subramanian and Loh present and evaluate a novel behavioural malware analysis technique that could be used in the above scenarios for runtime input validation. They focus on adaptive, behavioural analytics that evaluate and classify malware that could infect social network enterprise platforms during runtime. A customised design framework is also presented and its performance evaluated on actual malware samples found in the real-world scenario. Subramanian and Loh show that the use of adaptive analytics helps improve malware detection on social networks over time.

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Notes

  1. 1.

    MD5:7ec6ef7a65f6d62338639b8fd12a7b46, SHA-1:5d4e251d0464bef10e699e4e938f2501876409c

  2. 2.

    MD5:9a7f74a8804eca909dc74bf7c180f9d, SHA-1:4224f8f3487aa70858e959f1c14cdd84a948673a

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Correspondence to Deepak Subramanian .

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© 2014 Springer Science+Business Media Singapore

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Subramanian, D., Loh, P.K.K. (2014). Malware Analytics for Social Networking. In: Baek, Y., Ko, R., Marsh, T. (eds) Trends and Applications of Serious Gaming and Social Media. Gaming Media and Social Effects. Springer, Singapore. https://doi.org/10.1007/978-981-4560-26-9_5

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  • DOI: https://doi.org/10.1007/978-981-4560-26-9_5

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  • Publisher Name: Springer, Singapore

  • Print ISBN: 978-981-4560-25-2

  • Online ISBN: 978-981-4560-26-9

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